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-rw-r--r--indra/llrender/llrender.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 57be8570af..0a9aa462d1 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1043,7 +1043,7 @@ void LLRender::syncMatrices()
shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
}
- if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_MODELVIEW_MATRIX) >= 0)
{
shader->uniformMatrix4fv(LLShaderMgr::INVERSE_MODELVIEW_MATRIX, 1, GL_FALSE, glm::value_ptr(cached_inv_mdv));
}
@@ -1075,14 +1075,14 @@ void LLRender::syncMatrices()
// GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats.
// We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially.
// Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future.
- if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) >= 0)
{
glm::mat4 inv_proj = glm::inverse(mat);
shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, false, glm::value_ptr(inv_proj));
}
// Used by some full screen effects - such as full screen lights, glow, etc.
- if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX))
+ if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX) >= 0)
{
shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glm::value_ptr(glm::identity<glm::mat4>()));
}